|
|
|
|
|
by nicpottier
2020 days ago
|
|
I should add that we decided to stop doing this when we realized we were now playing the lottery for a living. We had a few times where we got featured in stores and made thousands a day but didn't take off from there and that was that for that title. If I can offer any advice it is to focus on simple mechanics and keep production costs way down. Don't spend more than three months on launching your first title. |
|
I'm wondering if indie teams should more or less do the same if they are not eyeing big hits, which few managed to pull off. Two months might be too stingy, but with the engine and tools built it might not be impossible to pull off a by quarter subscription?